Gaming system and method for providing a variable award in association with a virtual currency purchase

ABSTRACT

A gaming system which enables a player to purchase an amount of virtual currency from an online casino wherein the purchased virtual currency includes a predetermined component and a variable component.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains or maycontain material which is subject to copyright protection. The copyrightowner has no objection to the photocopy reproduction by anyone of thepatent document or the patent, disclosure in exactly;the form it appearsin the Patent and Trademark Office patent file or records, but otherwisereserves all copyright rights whatsoever.

BACKGROUND

Gaming machines which provide players awards in primary or base gamesare well known. Gaming machines generally require the player to place ormake a wager to activate the primary or base game. In such known gamingmachines, the amount of the wager made on the base game by the playermay vary. In many of these gaming machines the award i based on theplayer obtaining a winning symbol or symbol combination and on theamount of the wager (e.g., the higher the wager, the higher the award.Symbols or symbol combinations which are less likely to occur usuallyprovide higher awards.

Certain gaming systems can be implemented in a networked environment,such as over the Internet, to enable a plurality of players to eachparticipate simultaneously in <plays of the game using their ownpersonal electronic device. For example, certain gaming systems enable aplurality of players to access those gaming systems via one or more webbrowsers running on one or more client computers, such as one or moredesktop computers, laptop computers, tablet computers, personal digitalassistants, mobile phones, netbooks, or other appropriate computingdevices. Thus, players from different geographic locations eachparticipate in a same game by accessing an appropriate server andproviding wagers on plays of the game.

Certain casual or social games playable via social networks or onlinecasinos in a networked environment employ virtual currency in the formof virtual points or credits which may not be redeemed for any monetaryvalue (contrasted with land-based casinos which employ creditsredeemable for monetary currency). Certain known casual or social gamesprovide players virtual currency awards (contrasted with land-basedcasinos which employ monetary awards or awards of credit redeemable formonetary currency). Such causal or social games generally require theplayer to place or make a virtual currency wager to activate the casualor social game. The amount of the virtual currency wager made by theplayer may vary. In many of these casual or social games, the virtualcurrency award is based on the player obtaining a winning symbol orsymbol combination and on the amount of the virtual currency wager(e.g., the higher the virtual currency wager, the higher the virtualcurrency award). The virtual currency award may not be redeemed for anymonetary value and is available to be placed on a subsequent play ofanother casual or social game.

In addition to obtaining virtual currency via one or more casual orsocial games played, certain social networks or online casinosperiodically provide an amount of virtual currency to players of thecasual or social games. For example, an online casino gives players anamount of virtual currency daily or multiple times throughout a day. Theamount of virtual currency given away at each interval may bepredetermined (e.g., two-hundred virtual chips every two hours) orrandomly determined (e.g., players spin a daily wheel to determine adaily give away of ten-thousand virtual chips to one-million virtualchips). Upon receipt of an amount of virtual currency, the players arefree to use the virtual currency (which may not be redeemed for anymonetary value) to play the above-described casual or social games (witha goal of winning even more virtual currency).

Moreover, certain social networks or online casinos enable players topurchase virtual currency using monetary currency. For example, topurchase an amount of virtual currency, the line casino causes a displayof different pricing options or packages (e.g., from $1 to $100), whereeach package enables the player to purchase a set amount of virtualcurrency (e.g., one-million virtual chips for $1). Following thepurchase of, an amount of virtual currency, the players are free to usethe virtual currency (which may not be redeemed for any monetary value)to play the above-described casual or social (with a goal of winningeven more virtual currency),

While such avenues to obtain additional virtual currency are availableto players, social networks and online casinos are in need ofalternative avenues to provide virtual currency to players. Accordingly,a continuing need exists to provide new and different ways to providevirtual currency to players.

SUMMARY

In various embodiments, the gaming system disclosed herein enables aplayer to purchase an amount of virtual currency from an online casinowherein the purchased virtual currency includes a predeterminedcomponent and a variable component. In these embodiments, in associationwith a purchase of an amount of virtual currency, the gaming systemutilizes one or more random determinations to potentially modify thepurchased amount of virtual currency. The gaming system then makes sucha modified amount of currency available to the player to use to play oneor more casual or social games (with a goal of winning even more virtualcurrency). Accordingly, the gaming system disclosed herein bundles oneor more randomly determined modifiers (e.g., an additional amount ofvirtual currency or a multiplier of the purchased amount of virtualcurrency) with a purchased amount of virtual currency to determine atotal amount of virtual currency associated with the player's decisionto purchase any virtual currency. Such a configuration of offering avariable, unknown amount of virtual credits in addition to apredetermined, known amount of credits creates a new and differentavenue to provide virtual currency to players. Such a configuration thusadvances virtual currency technology by introducing an element of chanceor randomness in the quantity of virtual currency provided to a playercompared to the quantity of virtual currency purchased by a player.

In certain embodiments, upon a suitable triggering event, such as aplayer requesting to purchase an amount of virtual currency or aplayer's balance of virtual currency falling below a threshold amount,the gaming system enables the player to purchase an amount of virtualcurrency. In one such embodiment, the gaming system enables the playerto purchase different predetermined amounts of virtual currency fordifferent predetermined amounts of consideration (e.g., monetarycurrency player tracking points or promotional credits) according to apredetermined purchase schedule. In another such embodiment, the gamingsystem enables the player to purchase different amounts of virtualcurrency for different amounts of consideration based on a variablepurchase schedule. For example, based on the player's virtual currencypurchasing history and/or the player's redemption of virtual currency onplays of one or more games, the gaming system determines differentamounts of virtual currency available to be purchased for differentamounts of consideration.

Following the player purchasing an amount of virtual currency, thegaming system determines a variable amount of virtual currency toprovide to the player as part of the purchase. That is, in addition toor as an alternative of the amount of virtual currency purchased by theplayer, the gaming system also randomly determines an additional oralternative amount of virtual currency to credit the player's account inassociation with the player's purchase of virtual currently. As such,the gaming system couples an established amount of virtual currency witha variable amount of virtual currency to provide to the player inassociation with the player's purchase of the established amount ofvirtual currency.

In certain embodiments, this variable amount of virtual currency isdetermined at least partially based on the amount of virtual currencythe player purchased. For example, the gaming system enables the playerto participate in a supplemental or side game wherein the gaming systemrandomly determines a modifier, such as a multiplier, from a pluralityof different modifiers. In this example, the gaming system determinedmodifier is applied to the purchased amount of virtual currency todetermine a total mount of virtual currency to provide to the player inassociation with the player's purchase.

In certain embodiments, this variable amount of virtual currency isdetermined independent of the amount of virtual currency the playerpurchased. For example, the gaming system enables the player toparticipate in a supplemental or side game wherein the gaming systemrandomly determines an additional amount of virtual currency. In thisexample, the gaming system determined additional amount of virtualcurrency is added to the purchased amount of virtual currency todetermine a total amount of virtual currency to provide to the player inassociation with the players purchase.

Following the determination of a total amount of virtual currency toprovide to the player in association with the player's purchase, thegaming system enables the player to utilize such virtual currency toplay one or more casual or social games (with a goal of winning evenmore virtual currency). Accordingly, the gaming system disclosed hereinadvances virtual currency technology by increasing the amount ofvolatility associated with the purchase of predetermined amounts ofvirtual currency.

Additional features and advantages are described in, and will be,apparent from, the following Detailed Description and the figures.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 is a flow-chart of one embodiment of the gaming system disclosedherein illustrating a variable amount of virtual currency being providedwith a purchased amount of virtual currency.

FIGS. 2A, 2B, and 2C are example screen shots of the gaming systemdisclosed herein illustrating a variable amount of virtual currencybeing provided with a purchased amount of virtual currency.

FIG. 3 is a schematic block diagram of one embodiment of a networkconfiguration of an example gaming system disclosed herein.

FIG. 4 is a schematic block diagram of one embodiment of an electronicconfiguration of an example gaming system disclosed herein.

FIGS. 5A and 5B are perspective views of example alternative embodimentsof a gaming system disclosed herein.

DETAILED DESCRIPTION Variable Amounts of Virtual Currency

In various embodiments, the gaming system disclosed herein enables aplayer to purchase an amount of virtual currency from an online casinowherein the purchased virtual currency includes a predeterminedcomponent and a variable component. In these embodiments, in associationwith a purchase of an amount of virtual currency, the gaming systemutilizes one or more random determinations to potentially modify thepurchased amount of virtual currency. The gaming system then makes sucha modified amount of currency available to the player to use to play oneor more casual or social games (with a goal of winning even more virtualcurrency). Accordingly, the gaming system disclosed herein bundles oneor more randomly determined modifiers (e.g., an additional amount ofvirtual currency or a multiplier of the purchased amount of virtualcurrency) with a purchased amount of virtual currency to determine atotal amount of virtual currency associated with the player's decisionto purchase any virtual currency. Such a configuration of offering avariable, unknown amount of virtual credits, in addition to apredetermined, known amount of credits creates a new and differentavenue to provide virtual currency to players. Such a configuration thusadvances virtual currency technology by introducing an element of chanceor randomness in the quantity of virtual currency provided to a playercompared to the quantity of virtual currency purchased by a player.

It should be appreciated that while the player's credit balance, theplayer's wager, and any awards are described as an amount of virtualcredits or currency in, certain of the below embodiments, one or more ofsuch player's credit balance, such player's wager, and any awardsprovided to such player may be for monetary credits, promotionalcredits, and/or player tracking points or credits. It should be furtherappreciated that while certain of the embodiments described herein aredirected to playing one or more casual or social games (i.e., gamesassociated with non-monetary awards), the present disclosure mayadditionally or alternatively be employed in association with one ormore non-casual or non-social games (i.e., games associated withmonetary awards) such as primary games and/or one or more secondarygames.

FIG. 1 is a flowchart of an example process or method of operating thegaming system of the present disclosure. In various embodiments, theprocess is represented by a set of instructions stored in one or morememories and executed by one or more processors. Although the process isdescribed with reference to the flowchart shown in FIG. 1, many otherprocesses of performing the acts associated with this illustratedprocess may be employed. For example, the order of certain of theillustrated blocks or diamonds may be changed, certain of theillustrated blocks or diamonds may be optional, or certain of theillustrated blocks or diamonds may not be employed.

In one embodiment, as indicated in block 102, upon a virtual currencypurchase opportunity triggering event, the gaming system enables aplayer to purchase one or more different amounts or quantities ofvirtual currency.

In one embodiment, a virtual currency purchase opportunity triggeringevent occurs upon one or more player inputs to purchase an amount ofvirtual currency. In another embodiment, a virtual currency purchaseopportunity triggering event occurs upon the gaming system determiningthat a virtual credit balance has fallen below a threshold amount, suchas a minimum wager amount necessary to play one or more games.

In one embodiment, upon an occurrence of a virtual currency purchaseopportunity triggering event, the gaming system displays an amount ofvirtual currency available to be purchased for an amount ofconsideration. In another embodiment, upon an occurrence of a virtualcurrency purchase opportunity triggering event, the gaming systemdisplays a plurality of different amounts of virtual currency availableto be purchased for a plurality of different amounts of consideration.For example, as seen in FIG. 2A, the gaming system displays a firstvirtual currency purchase option of 1,000000 virtual chips for $1 202 a.In this example, the gaming system also displays a second virtualcurrency purchase option of 10,000,000 virtual chips for $5 202 b. Itshould be appreciated that any suitable quantity of virtual currency maybe purchased for any suitable amount of consideration utilizing anysuitable virtual currency purchase option.

In one embodiment, one or more virtual currency purchase options arepredetermined. In another embodiment, one or more virtual currencypurchase options are variable. In this embodiment, based on one or morefactors associated with the player, the gaming system varies the amountsof virtual currency available to be purchased by the player. In oneexample, the gaming system determines an amount of virtual currencyavailable to be purchased based on a player's virtual currency purchasehistory. In another example, the gaming system determines an amount ofvirtual currency available to be purchased based on a player's virtualcurrency wagering history or pattern of wagering.

In one embodiment, the gaming system enables a player to purchase anamount of virtual currency using monetary consideration, such as cash, acredit card, a quantity of monetary credits, a balance of moneytransferred from one or more accounts, and/or a traveler's check. Inanother embodiment, the gaming system enables a player to purchase anamount of virtual currency using non-monetary consideration, such as aquantity of non-monetary credits, a quantity of promotional credits,and/or a quantity of player tracking points. It should be appreciatedthat any suitable form of consideration may be utilized in associationwith the purchase of an amount of virtual currency.

Following a player input to purchase an amount of virtual currency, thegaming system determines if a variable virtual currency amountdetermination event occurs as indicated in diamond 104 of FIG. 1.

In one embodiment, a variable virtual currency amount determinationevent occurs in association with each purchase of an amount of virtualcurrency. In another embodiment, a variable virtual currency amountdetermination event occurs in association with some, but not all,purchases of an amount of virtual currency. In one such embodiment, avariable virtual currency amount determination event occurs based on anamount of the purchased virtual currency. For example, the greater theamount of virtual currency purchased, the greater the probability that avariable virtual currency amount determination event will occur. Inanother such embodiment, a variable virtual currency amountdetermination event occurs based on one or more attributes orcharacteristics of the player. For example, the higher the playertracking ranking of the player, the higher the probability that avariable virtual currency amount determination event will occur. Inanother such embodiment, a variable virtual currency amountdetermination event occurs based on one or more attributes orcharacteristics of the casual or social games played. For example, thegreater the amount of virtual currency wagered on one or more gamesplayed, the greater the probability that a variable virtual currencyamount determination event will occur.

If, the gaming system determines that no variable virtual currencyamount determination event occurs, as indicated in block 106, the gamingsystem provides the purchased amount of virtual currency to the player.The gaming system then enables the player to proceed with wagering thepurchased amount of virtual currency on one or more plays of one or moresocial or casual games as indicated in block 108.

On the other hand, if the gaming system determines'that a variablevirtual currency amount determination event occurs, as indicated inblock 110, the gaming system determines an additional amount of virtualcurrency to provide to the player. In one such embodiment, thisdetermined additional amount of virtual currency is based on an amountof the purchased virtual currency. In another such embodiment, thisdetermined additional amount of virtual currency is based on one or moreattributes or characteristics of the player or the player's wageringhistory. In another such embodiment, this determined additional amountof virtual currency is based on one or more attributes orcharacteristics of the casual or social games played.

In one embodiment, if the gaming system determines that a variablevirtual currency amount determination event occurs, the gaming systemdetermines an additional amount of virtual currency to provide to theplayer independent of any displayed event associated with any plays ofany of games. In another embodiment, if the gaming system determinesthat a variable virtual currency amount determination event occurs, thegaming system determines an additional amount of virtual currency toprovide to the player in association with a play of a casual or socialgame.

In another embodiment, if the gaming system determines that a variablevirtual currency amount determination event occurs, the gaming systemdetermines an additional amount of virtual currency to provide to theplayer in association with one or more plays of one or more supplementalor side games. In this embodiment, the gaming system displays such playsof such supplemental games and determines, based on the outcomes of suchplays of such supplemental games, an additional amount of virtualcurrency to provide to the player.

In one embodiment, the gaming system automatically displays the play ofsuch supplemental games following the purchase of an amount of virtualcurrency. In another embodiment, the gaming system displays the play ofsuch supplemental games upon one or more player inputs following thepurchase of an amount of virtual currency. In one such embodiment, withthe purchase of an amount of virtual currency, the gaming systemassociates one or more supplemental game tickets with the player. Eachsupplemental game ticket of this embodiment is redeemable for one playof a supplemental game to determine an amount of additional virtualcurrency to provide to the player. In different embodiments, thequantity of supplemental game tickets associated with a player is basedon an amount of the purchased virtual currency (e.g., the greater theamount of virtual currency purchased, the greater the quantity ofsupplemental game tickets associated with the player), based on one ormore attributes or characteristics of the player (e.g., the higher theplayer tracking ranking of the player, the higher the quantity ofsupplemental game tickets associated with the player), and/or based onone or more attributes or characteristics of the casual or social gamesplayed (e.g., the greater the amount of virtual currency wagered on oneor more games played, the greater the quantity of supplemental gametickets associated with the player).

For example, as seen in FIG. 26, following the player's decision topurchase 10,000,000 virtual chips for $5, the gaming system displays aplay of a wheel-based supplemental game of chance. As seen in FIG. 26,the wheel-based supplemental game of chance utilizes an additionalvirtual currency generator 204 associated with a plurality of differentadditional amounts of virtual currency. In this example, the additionalvirtual currency generator is associated with a plurality of amounts ofadditional virtual currency, such as 100,000 additional virtual chips208 a and 50,000 additional virtual chips 208 b and a plurality ofmodifiers of the purchased amount of virtual currency, such as amultiplier of 5× 206 a and a multiplier of 3× 206 b. It should beappreciated that in different embodiments, the additional virtualcurrency generator may include different amounts of additional virtualcurrency, different modifiers of the purchased amount of virtualcurrency, no amounts of additional virtual currency (i.e., theadditional virtual currency generator only includes modifiers of thepurchased amount of virtual currency), or no modifiers of the purchasedamount of virtual currency (i.e., the additional virtual currencygenerator only includes amounts of additional virtual currency).

In operation of this example, for each play of the wheel-basedsupplemental game of chance, the gaming system activates the virtualcurrency generator to randomly select an amount of additional virtualcurrency or a modifier of the purchased amount of virtual currency. Asseen in FIG. 2C, the player's purchase of 10,000,000 virtual chips for$5 earned the player one activation or spin of the virtual currencygenerator which resulted in the random selection of an additional20,000,000 virtual chips. Specifically, the spin of the virtual currencygenerator of FIG. 2C resulted in a multiplier of 3× which when appliedto the 10,000,000 purchased virtual chips results in a total of30,000,000 virtual chips.

It should be appreciated that in one embodiment wherein a modifier isselected to modify the purchased amount of virtual currency, the playeris provided both the purchased amount of virtual currency and themodified amount of purchased virtual currency. For example, withreference to FIG. 2C, the spin of the virtual currency generatorresulted in a multiplier of 3× which when applied to the 10,000,000purchased virtual chips results in a total of 40,000000 virtual chips(or (10,000,000 virtual chips×1× (for the purchase))+(10,000,000×3× (forthe spin of the virtual currency generator)) provided to the player. Inanother embodiment wherein a modifier is selected to modify thepurchased amount of virtual currency, the player is provided themodified amount of purchased virtual currency. For example, withreference to FIG. 2C, the spin of the virtual currency generatorresulted in a multiplier of 3× which when applied to the 10,000,000purchased virtual chips results total of 30,000,000 virtual chips (or(10,000,000 virtual chips×1× (for the purchase))+(10,000,000×2× (for thespin of the virtual currency generator)) provided to the player.

It should be further appreciated that any suitable game may beimplemented in accordance with the supplemental game disclosed herein(and/or the social or casual game disclosed herein). In differentembodiments, such played include, but are not limited to;

-   -   i. a play of any suitable slot game:    -   ii. a play of any suitable wheel game:    -   iii. a play of any suitable card game;    -   iv. a play of any suitable offer and acceptance game;    -   v. a play of any suitable award ladder game;    -   vi. a play of any suitable puzzle-type game;    -   vii. a play of any suitable persistence game;    -   viii. a play of any suitable selection game;    -   ix. a play of any suitable cascading symbols game,    -   x. a play of any suitable ways to win game;    -   xi. a play of any suitable scatter pay game;    -   xii. a play of any suitable coin-pusher game;    -   xiii. a play of any suitable elimination game;    -   xiv. a play of any suitable stacked wilds game;    -   xv. a play of any suitable trail game;    -   xvi. a play of any suitable bingo game;    -   xvii. a play of any suitable video scratch-off game;    -   xviii. a play of any suitable pick-until-complete game;    -   xix. a play of any suitable shooting simulation game;    -   xx. a play of any suitable racing game;    -   xxi. a play of any suitable promotional game;    -   xxii. a play of any suitable high-low game;    -   xxiii. a play of any suitable lottery game;

xxiv. a play of any suitable number selection game;

xxv. a play of any suitable dice game;

xxvi. a play of any suitable skill game;

xxvii. a play of any suitable auction game:

xxviii. a play of any suitable reverse-auction game;

xxix. a play of any suitable group game;

xxx. a play of any suitable game in a service window;

xxxi. a play of any suitable game on a mobile device; and/or

xxxii. a play of any suitable game disclosed herein.

Following the gaming system determining an additional amount of virtualcurrency, as indicated in block 112 of FIG. 1, the gaming systemdetermines a total amount of virtual currency to provide to the player,wherein the total amount of virtual currency is based on the purchasedamount of virtual currency and the determined additional amount ofvirtual currency.

In one embodiment, the total amount of virtual currency to provide toplayer in association with the, player's decision to purchase an amountof virtual currency is different from the purchased amount of virtualcurrency. In this embodiment, if the gaming system determines that theadditional amount of virtual currency is greater than zero or if thegaming system determines a modifier of at least 2× to apply to thepurchased amount of virtual currency, the total amount of virtualcurrency is greater than the purchased amount of virtual currency. Forexample, if the player made one or more inputs to purchase 1,000,000virtual chips and the gaming system determined a modifier of 5× to applyto the purchased amount of virtual currency, the gaming systemdetermines a total amount of virtual currency of 5,000,000 virtual chips(or (1,000,000 virtual chips×1× (for the purchase))+(1,000,000×4× (inassociation with the variable virtual currency amount determinationevent)).

In another embodiment, the total amount of virtual currency to provideto player in association with the player's decision to purchase anamount of virtual currency is the purchased amount of virtual currency,in this embodiment, if the gaming system determines that the additionalamount of virtual currency is zero or if the gaming system determines amodifier of 1× to apply to the purchased amount of virtual currency, thetotal amount of virtual currency equals the purchased amount of virtualcurrency. For example, if the player made one or more inputs to purchase1,000,000 virtual chips and the gaming system determined a modifier of1× to apply to the purchased amount of virtual currency, the gamingsystem determines a total amount of virtual currency of 1,000,000virtual chips (or (1,000,000 virtual chips×1× (for thepurchase))+(1,000,000×0× (in association with the variable virtualcurrency amount determination event)).

After determining a total amount of virtual currency based on thepurchased amount of virtual currency and the determined additionalamount of virtual currency, the gaming system provides the determinedtotal amount of virtual currency to the player as indicated in block 114of FIG. 1. The gaming system then enables the player to proceed withwagering the purchased amount of virtual currency on one or more playsof one or more social or casual games as indicated in block 108.

In one embodiment, following the determination of a variable amount ofvirtual currency to provide to the player in association with thepurchase of an amount of virtual currency, the gaming system determinesan additional variable amount of virtual currency to provide to theplayer. In one such embodiment, the gaming system enables the player topurchase this additional variable amount of virtual currency to provideto the player. In another such embodiment, the gaming system providesthis additional variable amount of virtual currency to provide to theplayer without any additional consideration from the player.

In one embodiment,the type of virtual currency purchased is the same asthe type of virtual currency determined in association with theoccurrence of the variable virtual currency amount determination event.In another embodiment, the type of virtual currency purchased isdifferent from the type of virtual currency determined in associationwith the occurrence of the variable virtual currency amountdetermination event.

In certain embodiments, such as certain of the above-describedembodiments, the gaming system is implemented in a networked environmentin association with one or snore personal gaming devices, such asdesktop computers, laptop computers, tablet computers or computingdevices, personal digital assistants, mobile phones, and other mobilecomputing devices. In these embodiments, the gaming system enables aplayer to log on from an application or a personal web browser to asocial network and/or an online casino which uses one or more servers,to enable such players to wager on the plays of games as describedherein. In certain other embodiments, the gaming system disclosed hereinmay be implemented in a gaming establishment, such as at one or moreelectronic gaming machines located at a land-based casino. In certainother embodiments, the gaming system is implemented in a networkedenvironment, and also implemented in a gaming establishment, such as atone or more electronic gaming machines located at a land-based casino.For example, the gaming system, enables a player to play a supplementalgame while playing an electronic gaming machine located at a land-basedcasino wherein the results of the supplemental game modify an amount ofvirtual currency subsequently purchased from an online casino.

In certain embodiments, such as certain of the above-describedembodiments, the gaming system makes one or more determinationsutilizing information associated with an online gaming experience, suchas a player's online wagering history. In certain other embodiments, thegaming system makes one or more determinations utilizing informationassociated with a gaming experience which occurs at or in associationwith a land-based gaming establishment, such as a player's wageringhistory at a land-based casino where a plurality of electronic gamingmachines are located. In certain other embodiments, the gaming systemmakes one or more determinations utilizing information associated withan online gaming experience and also makes one or more determinationsutilizing information associated with a gaming experience which occursat or in association with a land-based gaming establishment. Forexample, the gaming system determines a range of additional amounts ofvirtual currency to utilize in a supplemental game based on the player'swagering history of virtual currency while determining a range ofmodifiers to utilize in a supplemental game based on the player's playertracking status at a land-based casino.

In certain embodiments wherein the gaming system is implemented inassociation with a social network and/or online casino, the gamingsystem enables the player to play one or more social or casual gamesand/or supplemental games to win one or more amounts of virtualcurrency, such as a quantity of non-monetary credits, a quantity ofpromotional credits or a quantity of player tracking points. In certainembodiments wherein the gaming system is implemented in association withor at a gaming establishment, such as a land-based casino, one or moreawards provided in association with one or more social or casual gameplays, one or more supplemental games, one or more primary games and/orone or more secondary game plays include one or more of: a quantity ofmonetary credits, a quantity of non-monetary credits, a quantity ofpromotional credits, a quantity of player tracking points, a progressiveaward, a modifier, such as a multiplier, a quantity of free plays of oneor more games, a quantity of plays of one or more secondary or bonusgames, a multiplier of a quantity of free plays of a game, one or morelottery based awards, such as lottery or drawing tickets, a wager matchfor one or more plays of one or more games, an increase in the averageexpected payback percentage for one or more plays of one or more games,one or more comps, such as a free dinner, a free night's stay at ahotel, a high value product such as a free car, or a low value product,one or more bonus credits usable for online play, a lump sum of playertracking points or credits, a multiplier for player tracking points orcredits, an increase in a membership or player tracking level, one ormore coupons or promotions usable within and/or outside of the gamingestablishment (e.g., a 20% off coupon for use at a convenience store),virtual goods associated with the gaming system, virtual goods notassociated with the gaming system, an access code usable to unlockcontent on an internet.

It should be appreciated that in different embodiments, one or more of:

-   -   i. whether a virtual currency purchase opportunity triggering        event occurs;    -   ii. an amount of virtual currency available for purchase;    -   iii. an amount of consideration required to purchase an amount        of virtual currency;    -   iv. whether a variable virtual currency amount determination        event occurs;    -   v. an additional amount of virtual currency to provide in        association with an occurrence of a variable virtual currency        amount determination event;    -   vi. a type of virtual currency available to be purchased;    -   vii. a type of virtual currency available to be provided in        association with an occurrence of a variable virtual currency        amount determination event;    -   viii. which supplemental game to trigger;    -   ix. one or more attributes or parameters utilized for a play of        one or more games (including supplemental games);    -   x. one or more paytables utilized for a play of one or more        games (including supplemental games);    -   xi. one or more average expected amounts of additional virtual        currency associated with one or more plays of one of more        supplemental games;    -   xii. one or more amounts of virtual currency available for a        play of one or more supplemental games;    -   xiii. one or more ranges of amounts of virtual currency        available for a play of one or more supplemental games;    -   xiv. a quantity of supplemental, game tickets to associated with        a player;    -   xv. any determination disclosed herein;        is/are predetermined, randomly determined, randomly determined        based on one or more weighted percentages, determined based on a        generated symbol OF symbol combination, determined independent        of a generated symbol or symbol combination, determined based on        a random determination by the central controller, determined        independent of a random determination by the central controller,        determined based on a random determination at the gaming system,        determined independent of a random determination at the gaming        system, determined based on at least one play of at least one        game, determined independent of at least one play of at least        one game, determined based on a player's selection, determined        independent of player's selection, determined based on one or        more side wagers placed determined independent of one of more        side wagers placed, determined based on the player's primary        game wager, determined independent of the player's primary game        wager, determined based on time (such as the time of day),        determined independent of time (such as the time of day),        determined based on an amount of coin-in accumulated it one or        more pools, determined independent of an amount of coin-in        accumulated in one or more pools, determined based on a status        of the player (i.e., a player tracking status), determined        independent of a status of the player (i.e., a player tracking        status), determined based on one or more other determinations        disclosed herein, determined independent of any other        determination disclosed herein or determined based on any other        suitable method or criteria.

Gaming Systems

The above-described embodiments of the present disclosure may beimplemented in accordance with or in conjunction with one or more of avariety of different types of gaming systems, such as, but not limitedto, those described below.

The present disclosure contemplates a variety of different gamingsystems each having one or more of a plurality of different features,attributes, or characteristics. A “gaming system” used herein refers tovarious configurations of: (a) one or more central servers, centralcontrollers, or remote hosts; (b) one or more electronic gaming machinessuch as those located on a casino floor; and/or (c) one or more personalgaming devices, such as desktop computers, laptop computers, tabletcomputers or computing devices personal digital assistants, mobilephones, and other mobile computing devices.

Thus, in various embodiments, the gaming system of the presentdisclosure includes: (a) one or more electronic gaming machines incombination with one or more central servers, central controllers, orremote hosts; (b) one or more personal gaming devices in combinationwith one or more central servers, central controllers, or remote hosts;(c) one or more personal gaming devices in combination with one or moreelectronic gaming machines (d) one or more personal gaming devices, oneor more electronic gaming machines, and one or more central servers,central controllers, or remote hosts in combination with one another;(e) a single electronic gaming machine; (f) a plurality of electronicgaming machines in combination with one another; (g) a single personalgaming device; (h) a plurality of personal gaming devices in combinationwith one another; (i) a single central server, central controller, orremote host; and/or (j) a plurality of central servers, centralcontrollers, or remote hosts in combination with one another.

For brevity and clarity and unless specifically stated otherwise, theterm “EGM” is used herein to refer to an electronic gaming machine (suchas a slot machine, a video poker machine, a video lottery terminal(VLT), a video keno machine, or a video bingo machine located on acasino floor). Additionally, for brevity and clarity and unlessspecifically stated otherwise, “EGM” as used herein represents one EGMor a plurality of EGMs, “personal computing device” as used hereinrepresents one personal computing device or a plurality of personalcomputing devices, and “central server, central controller, or remotehost” as used herein represents one central server, central controller,or remote host or a plurality of central servers, central controllers,or remote hosts.

As noted above, in various embodiments, the gaming system includes anEGM (or personal computing device) in combination with a central server,central controller, or remote host. In such embodiments, the EGM (orpersonal computing device) is configured to communicate with the centralserver, central controller, or remote host through a data network orremote communication link. In certain such embodiments, the EGM (orpersonal computing device) is configured to communicate with another EGM(or personal computing device) through the same data network or remotecommunication link or through a different data network or remotecommunication link. For example, the gaming system illustrated in FIG. 3includes a plurality of EGMs 1000 that are each configured tocommunicate with a central server, central controller, or remote host1056 through a data network 1058.

In certain embodiments in which the gaming system includes an EGM (orpersonal computing device) in combination with a central server, centralcontroller, or remote host, the central server, central controller, orremote host is any suitable computing device (such as a server) thatincludes at least one processor and at least one memory device or datastorage device. As further described herein, the EGM (or personalcomputing device) includes at least one EGM (or personal computingdevice) processor configured to transmit and receive data or signalsrepresenting events, messages, commands, or any other suitableinformation between the EGM (or personal computing device) and thecentral server, central controller, or remote host. The at least oneprocessor of that EGM (or personal computing device) is configured toexecute the events, messages, or commands represented by such data orsignals in conjunction with the operation of the EGM (or personalcomputing device). Moreover, the at least one processor of the centralserver, central controller, or remote host is configured to transmit andreceive data or signals representing events, messages, commands, or anyother suitable information between the central server, centralcontroller, or remote host and the EGM (or personal computing device).The at least one processor of the central server, central controller, orremote host is configured to execute the events, messages, or commandsrepresented by such data or signals in conjunction with the operation ofthe central server, central controller, or remote host. One, more thanone, or each of the functions of the central server, central controller,or remote host may be performed by the at least one processor of the EGM(or personal computing device). Further, one, more than one, or each ofthe functions of the at least one processor of the EGM (or personalcomputing, device) may be performed by the at least one processor of thecentral server, central controller, or remote host.

In certain such embodiments, computerized instructions for controllingany games (such as any primary or base games and/or any secondary orbonus games) displayed by the EGM (or personal computing device) areexecuted by the central server, central controller, or remote host. Insuch “thin client” embodiments, the central server, central controller,or remote host remotely controls any games (or other suitableinterfaces) displayed by the EGM (or personal computing device), and theEGM (or personal computing device) is utilized to display such games (orsuitable interfaces) and to receive one or more inputs or commands. Inother such embodiments, computerized instructions for controlling anygames displayed by the EGM (or personal computing device) arecommunicated from the central server, central controller, or remote hostto the EGM (or personal computing device) and are stored in at least onememory device of the EGM (or personal computing device). In such “thickclient” embodiments, the at least one processor of the EGM (or personalcomputing device) executes the computerized instructions to control anygames (or other suitable displayed by the EGM (or personal computingdevice).

In various embodiments in which the gaming system includes a pluralityof EGMs (or personal computing devices), one or more of the EGMs (orpersonal computing devices) are thin client EGMs (or personal computingdevices) and one or more of the EGMs (or personal computing devices) arethick client EGMs (or personal computing devices). In other embodimentsin which the gaming system includes one or more EGMs (or personalcomputing device certain functions of one or more of the EGMs (orpersonal computing devices) are implemented in a thin clientenvironment, and certain other functions of one or more of the EGMs (orpersonal computing devices) are implemented in a thick clientenvironment. In one such embodiment in which the gaming system includesan ESM (or personal computing device) and a central server, centralcontroller, or remote host, computerized instructions for controllingany primary or base games displayed by the EGM (or personal computingdevice) are communicated from the central server, central controller, orremote host to the EGM (or personal computing device) in a thick clientconfiguration, and computerized instructions for controlling anysecondary or bonus games or other functions displayed by the EGM (orpersonal computing device) are executed by the central server, centralcontroller, or host in a thin client configuration.

In certain embodiments in which the gaming system includes: (a) an EGM(or personal computing device) configured to communicate with a centralserver, central controller, or remote host through a data network;and/or (b) a plurality of EGMs (or personal computing devices)configured to communicate with one another through a data network, thedata network is a local area network (LAN) in which the EGMs (orpersonal computing devices) are located substantially proximate to oneanother and/or the central server, central controller, or remote host.In one example, the EGMs or personal computing devices) and the centralserver, central controller, or remote host are located in a gamingestablishment, or a portion of a gaming establishment.

In other embodiments in which the gaming system includes: (a) an EGM (orpersonal computing device) configured to communicate with a centralserver, central controller, or remote host through a data network;and/or (b) a plurality of EGMs (or personal computing devices)configured to communicate with one another through a data network, thedata network is a wide area network (WAN) in which, one or more of theEGMs (or personal computing devices) are not necessarily locatedsubstantially proximate to another one of the EGMs (or personalcomputing devices) and/or the central server, central controller, orremote host. For example, one or more of the EGMs (or personal computingdevices) are located: (a) in an area of a gaming establishment differentfrom an area of the gaming establishment in which the central server,central controller, or remote host is located; or (b) in a gamingestablishment different from the gaming establishment in which thecentral server, central controller, or remote host is located. Inanother example, the central server, central controller, or remote hostis not located within a gaming establishment in which the EGMs (orpersonal computing devices) are located. In certain embodiments in whichthe data network is a WAN, the gaming system includes a central server,central controller, or remote host and an EGM (or personal computingdevice) each located in a different gaming establishment in a samegeographic area, such as a same city or a same state. Gaming systems inwhich the data network is a WAN are substantially identical to gamingsystems in which the data network is a LAN, though the quantity of EGMs(or personal computing devices) in such gaming systems may vary relativeto one another.

In further embodiments in which the gaming system includes: (a) an EGM(or personal computing device) configured to communicate with a centralserver, central controller, or remote host through a data network;and/or (b) a plurality of EGMs (or personal computing devices)configured to communicate with one another through a data network, thedata network is an internet (such as the Internet) or an intranet. Incertain such embodiment an Internet browser of the EGM (or personalcomputing device) usable to access n Internet game page from anylocation where an Internet connection is available. In one suchembodiment, after the EGM (or personal computing device) accesses theInternet game page, the central server, central controller, or re motehost identities a player prior to enabling that player to place anywagers on any plays of any wagering games. In one example, the centralserver, central controller, or remote lest identifies the player byrequiring a player account of the player to be logged into via an inputof a unique username and password combination assigned to the player.The central server, central controller, or remote host may, however,identify the player in any other suitable manner, such as by validatinga player tracking identification number associated with the player; byreading a player tracking card or other smart card inserted into a cardreader (as described below); by validating a unique playeridentification number associated the player by the central server,central controller, or remote host; or by identifying the EGM (orpersonal computing device) such as by identifying the MAC address or theIP address of the Internet facilitator. In various embodiments, once thecentral server, central controller, or remote host identifies theplayer, the central server, central controller, or remote host enablesplacement of one or more wagers on one or more plays of one or moreprimary or base games and/or one or more secondary or bonus games, anddisplays those plays via the Internet browser of the EGM (or personalcomputing device). Examples, of implementations of Internet-based gamingare further described in U.S. Pat. No. 8,764,566, entitled “InternetRemote Game Server,” and U.S. Pat. No. 8,147,334 entitled “UniversalGame Server,” which are incorporated herein by reference.

The central server, central controller, or remote host and the EGM (orpersonal computing device) are configured to connect to the data networkor remote communications link in any suitable manner. In variousembodiments such a connection is accomplished via: a conventional phoneline or other data transmission line, a digital subscriber line (DSL), aT-1 line, a coaxial cable, a fiber optic cable, a wireless or wiredrouting device, a mobile communications network connection (such as acellular network or mobile Internet network), or any other suitablemedium. The expansion in the quantity of computing devices and thequantity and speed of Internet connections in recent years increasesopportunities for players to use a variety of EGMs (or personalcomputing devices) to play games from an ever-increasing quantity ofremote sites. Additionally, the enhanced bandwidth of digital wirelesscommunications may render such technology suitable for sore or allcommunications particularly if such communications are encrypted. Higherdata transmission speeds may be useful for enhancing the sophisticationand response of the display and interaction with players.

EGM Components

FIG. 4 is a block diagram of an example ESM 1000 and FIGS. 5A end 5Binclude two different example EGMs 2000 a and 2000 b. The EGMs 1000,2000 a, and 2000 b are merely example EGMs, and different EGMs may beimplemented using different combinations of the components shown in theEGMs 1000, 2000 a, and 2000 b.

In these embodiments, the EGM 1000 includes a master gaming controller1012 configured to communicate with and to operate with a plurality ofperipheral devices 1022.

The master gaming controller 1012 includes at least one processor 1010.The at least one processor 1010 is any suitable processing device or setof processing devices, such as a microprocessor, a microcontroller-basedplatform, a suitable integrated circuit, or one or moreapplication-specific integrated circuits (ASICs), configured to executesoftware enabling various configuration and reconfiguration tasks, suchas: (1) communicating with a remote source (such as a server that storesauthentication information or game information) via communicationinterface 1006 of the master gaming controller 1012; (2) convertingsignals read by an interface to a format corresponding to that used bysoftware or memory of the EGM; (3) accessing memory to configure orreconfigure game parameters in the memory according to indicia read fromthe EGM; (4) communicating with interfaces and the peripheral devices1022 (such as input/output devices); and/or (5) controlling theperipheral devices 1022. In certain embodiments, one or more componentsof the master gaming controller 1012 (such as the at least one processor1010) reside within a housing of the EGM (described below), while inother embodiments at least one component of the master gaming controller1012 resides outside of the housing of the EGM.

The master gaming controller 1012 also includes at least one memorydevice 1016, which includes: (1) volatile memory (e.g., RAM 1009, whichcan include non-volatile RAM, magnetic RAM, ferroelectric RAM, and anyother suitable forms); (2) non-volatile memory 1019 (e.g., disk memory,FLASH memory, EPROMs, EEPROMs, memristor-based non-volatile solid-statememory, etc.); (3) unalterable memory (e.g., EPROMs 1008); (4) read-onlymemory; and/or (5) a secondary memory storage device 1015, such as anon-volatile memory device, configured to store gaming software elatedinformation (the gaming software related information and the memory maybe used to store various audio files and games not currently being usedand invoked in a configuration or reconfiguration). Any other suitablemagnetic, optical, and/or semiconductor memory may operate inconjunction with the EGM disclosed herein. In certain embodiments, theat least one memory device 1016 resides within the housing of the EGM(described below), while in other embodiments at least one component ofthe at least one memory device 1016 resides outside of the housing ofthe EGM.

The at least one memory device 1016 is configured to store, for example:(1) configuration software 1014, such as the parameters and settings fora game playable on the EGM; (2) associations 1018 between configurationindicia read from an EGM with one or more parameters and settings; (3)communication protocols configured to enable the at least one processor1010 to communicate with the peripheral devices 1022; and/or (4)communication transport protocols (such as TCP/IP, USB, Firewire,IEEE1394, Bluetooth, IEEE 802.11x (IEEE 802.11 standards), hiperlan/2,HomeRF, etc.) configured to enable the EGM to communicate with local andnon-local devices using such protocols. In one implementation, themaster gaming controller 1012 communicates with other devices using aserial communication protocol. A few non-limiting examples of serialcommunication protocols that other devices, such as peripherals (e.g., abill validator or a ticket printer), may use to communicate with themaster game controller 1012 include USB, RS-232, and Netplex (aproprietary protocol developed by IGT).

In certain embodiments, the at least device 1016 is configured to storeprogram code and instructions executable by the at least one processorof the EGM to control the EGM. The at least one memory device 1016 ofthe EGM also stores other operating data, such as image data, eventdata, input data, random number generators (RNGs) or pseudo-RNGs,paytable data or information, and/or applicable game rules that relateto the play of one or more games on the EGM. In various embodiments,part or all of the program code and/or the operating data describedabove is stored in at least one detachable or removable memory deviceincluding, but not limited to, a cartridge, a disk, a CD ROM, a DVD), aUSB memory device, or any other suitable non-transitory computerreadable medium. In certain such embodiments, an operator (such as agaming establishment operator) and/or a player uses such a removablememory device in an EGM to implement at least part of the presentdisclosure. In other embodiments, part or all of the program code and/orthe operating data is downloaded to the at least one memory device ofthe EGM through any suitable data network described above (such as anInternet or intranet).

The at least one memory device 1016 also stores a plurality of devicedrivers 1042. Examples of different types of device drivers includedevice drivers for EGM components and device drivers for the peripheralcomponents 1022. Typically, the device drivers 1042 utilize variouscommunication protocols that enable communication with a particularphysical device. The device driver abstracts the hardware implementationof that device. For example, a device driver may be written for eachtype of card reader that could potentially be connected to the EGM.Non-limiting examples of communication protocols used to implement thedevice drivers include Netplex, USB, Serial, Ethernet 175, Firewire, I/Odebouncer, direct memory map, serial, PCI, parallel, RF, Bluetooth™,near-field communications (e.g., using near-field magnetics), 802.11(WiFi), etc. In one embodiment, when one type of a particular device isexchanged for another type of the particular device, the at least oneprocessor of the EGM loads the new device driver from the at least onememory device to enable communication with the new device. For instance,one type of card reader in the EGM can be replaced with a seconddifferent type of card reader when device drivers for both card readersare stored in the at least one memory device.

In certain embodiments, the software units stored in the at least onememory device 1016 can be upgraded as needed. For instance, when the atleast one memory device 1016 is a hard drive, new games, new gameoptions, new parameters, new settings for existing parameters, newsettings for new parameters, new device drivers, and new communicationprotocols can be uploaded to the at least one memory device 1016 fromthe master game controller 1012 or from some other external device. Asanother example, when the at least one memory device 1016 includes aCD/DVD drive including a CD/DVD configured to store game options,parameters, and settings, the software stored in the at least one memorydevice 1016 can be upgraded by replacing a first CD/DVD with a secondCD/DVD. In yet another example, when the at least one memory device 1016uses flash memory 1019 or EPROM 1008 units configured to store games,game options, parameters, and settings, the software stored in the flashand/or EPROM memory units can be upgraded by replacing one or morememory units with new memory units that include the upgraded software.In another embodiment, one or more of the memory devices, such as thehard drive, may be employed in a game software download process from aremote software server.

In some embodiments, the at least one memory device 1016 also storesauthentication and/or validation components 1044 configured toauthenticate/validate specified EGM components and/or information, suchas hardware components, software components, firmware components,peripheral device components, user input device components, informationreceived from one or more user input devices, information stored in theat least one memory device 1016, etc. Examples of various authenticationand/or validation components are described in U.S. Pat. No. 6,620047,entitled “Electronic Gaming Apparatus Having Authentication Data Sets,”which is incorporated herein by reference.

In certain embodiments, the peripheral devices 1022 include severaldevice interfaces, such as: (1) at least one output device 1020including at least one display device 1035; (2) at least one inputdevice 1030 (which may include contact and/or non-contact interfaces);(3) at least one transponder 1054; (4) at least one wirelesscommunication component 1056; (5) at least one wired/wireless powerdistribution component 1058; (6) at least one sensor 1060; (7) at leastone data preservation component 1062; (8) at least one motion/gestureanalysis and interpretation component 1064; (9) at least one motiondetection component 1086: (10) at least one portable power source 1068;(11) at least one geolocation module 1076; (12) at least one useridentification module 1077; (13) at least one player/device trackingmodule 1078; and (14) at least one information filtering module 1079.

The at least one output device 1020 includes at least one display device1035 configured to display any game(s) displayed by the EGM and anysuitable information associated with such game(s). In certainembodiments, the display devices are connected to or mounted on ahousing of the EGM (described below). In various embodiments, thedisplay devices serve as digital glass configured to advertise certaingames or other aspects of the gaming establishment in which the EGM islocated. In various embodiments, the EGM includes one or more of thefollowing display devices: (a) a central display device; (b) a playertracking display configured to display various information regarding aplayer's player tracking status (as described below); (c) a secondary orupper display device in addition to the central display device and theplayer tracking display; (d) a credit display configured to display acurrent quantity of credits, amount of cash, account balance, or theequivalent; and (e) a bet display configured to display an amountwagered for one or more plays of one or more games. The example EGM 2000a illustrated in FIG. 5A includes a central display device 2116, aplayer tracking display 2140, a credit display 2120, and a bet display2122. The example EGM 2000 b illustrated in FIG. 5B includes a centraldisplay device 2116, an upper display device 2118, a player trackingdisplay 2140 a credit display 2120, and a bet display 2122.

In various embodiments, the display devices include, without limitation:a monitor, a television display, a plasma display, a liquid crystaldisplay (LCD), a display based on light emitting diodes (LEDs), adisplay based on a plurality of organic light-emitting diodes (OLEDs), adisplay based on polymer light-emitting diodes (PLEDs), a display basedon a plurality of surface-conduction electron-emitters (SEDs), a displayincluding a projected and/or reflected image, or any other suitableelectronic device or display mechanism. In certain embodiments, asdescribed above, the display device includes a touch-screen with anassociated touch-screen coritroller. The display devices may be of anysuitable sizes, shapes, and configurations.

The display devices of the EGM are configured to display one or moregame and/or non-game images, symbols, and indicia,. In certainembodiments, the display devices of the EGM are configured to displayany suitable visual representation or exhibition of the movement ofobjects; dynamic lighting; video images; images of people, characters,places, things, and faces of cards; and the like. In certainembodiments, the display devices of the EGM are configured to displayone or more video reels, one or more video wheels, and/or one or morevideo dice. In other embodiments, certain of the displayed images,symbols, and indicia are in mechanical form. That is, in theseembodiments, the display device includes any electromechanical device,such as one or more rotatable wheels, one or more reels, and/or one ormore dice, configured to display at least one or a plurality of game orother suitable images, symbols, or indicia.

In various embodiments the at least one output device 1020 includes apayout device. In these embodiments, after the EGM receives an actuationof a cashout device (described below), the EGM causes the payout deviceto provide a payment to the player. In one embodiment, the payout deviceis one or more of: (a) a ticket printer and dispenser configured toprint and dispense a ticket or credit slip associated with a monetaryvalue, wherein the ticket or credit slip may be redeemed for itsmonetary value via a cashier, a kiosk, or other suitable redemptionsystem; (b) a bill dispenser configured to dispense paper currency; (c)a coin dispenser configured to dispense coins or tokens (such as into acoin payout tray); and (d) any suitable combination thereof. The exampleEGMs 2000 a and 2000 b illustrated in FIGS. 5A and 5B each include aticket printer and dispenser 2136. Examples of ticket-in ticket-out(TITO) technology are described in U.S. Pat. No. 5,429,361, entitled“Gaming Machine Information, Communication and Display System”; U.S.Pat. No. 5,470,079, entitled “Gaming Machine Accounting and MonitoringSystem”; U.S. Pat. No. 5,265,874, entitled “Cashless Gaming Apparatusand Method”; U.S. Pat. No. 6,729,957, entitled “Gaming Method and HostComputer with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 6,729,958,entitled “Gaming System with Ticket-In/Ticket-Out Capability”: U.S. Pat.No. 6,736,725, entitled “Gaming Method and Host Computer withTicket-In/Ticket-Out Capability”; U.S. Pat. No. 7,275,991, entitled“Slot Machine with Ticket-In/Ticket-Out Capability”; U.S. Pat. No.6,048,269, entitled “Coinless Slot Machine System and Method”; and U.S.Pat. No. 5,290,003, entitled “Gaming Machine, and Coupons,” which areincorporated herein by reference.

In certain embodiments, rather than dispensing bills, coins, or aphysical ticket having a monetary value to the player following receiptof an actuation of the cashout device, the payout device is configuredto cause a payment to be provided to the player in the form of anelectronic funds transfer, such as via a direct deposit into a bankaccount, a casino account, or a prepaid account of the player; via atransfer of funds onto an electronically recordable identification cardor smart card of the, player; or via sending a virtual ticket having amonetary value to an electronic device of the player. Examples ofproviding payment using virtual tickets are described in U.S. Pat. No.8,613,659, entitled “Virtual Ticket-In and Ticket-Out on a GamingMachine” which is incorporated herein by reference.

While any credit balances, any wagers, any values, and any awards aredescribed herein as amounts of monetary credits or currency, one or moreof such credit balances, such wagers, such values, and such awards maybe for non-monetary credits, promotional credits, of player trackingpoints or credits.

In certain embodiments, the at least one output device 1020 is a soundgenerating device controlled by one or more sound cards. In one suchembodiment, the sound generating device includes one or more speakers orother sound generating hardware and/or software configured to generatesounds, such as by playing music for any games or by playing music forother modes of the EGM, such as an attract mode. The example EGMs 2000 aand 2000 b illustrated in FIGS. 5A and 5B each include a plurality ofspeakers 2150. In another such embodiment, the EGM provides dynamicsounds coupled with attractive multimedia images displayed on one ormore of the display devices to provide an audio-visual presentation orto otherwise display full-motion video with sound to attract players tothe EGM. In certain embodiments the EGM displays a sequence of audioand/or visual attraction messages during idle periods to attractpotential players to the EGM. The videos may be customized to provideany appropriate information.

The at least one input device 1030 may include any suitable device thatenables an input signal to be produced and received by the at least oneprocessor 1010 of the EGM.

In one embodiment, the at least one input device 1030 includes a paymentdevice configured to communicate with the at least one processor of theEGM to fund the EGM. In certain embodiments, the payment device includesone or more of: (a) a bill acceptor into which paper money is insertedto fund the EGM; (b) a ticket acceptor into which a ticket or a voucheris inserted to fund the EGM; (c) a coin slot into which coins r tokensare inserted to fund the EGM; (d) a reader or a validator for creditcards, debit cards, or credit slips into which a credit card, debitcard, or credit slip is inserted to fund (e) a player identificationcard reader into which a player identification card is inserted to fundthe EGM; or (f) any suitable combination thereof. The example EGMs 2000a and 2000 b illustrates in FIGS. 5A and 5B each include a combined billand ticket acceptor 2128 and a coin slot 2126.

In one embodiment, the at least one input device 1030 includes a paymentdevice configured to enable the EGM to be funded via an electronic fundstransfer, such s a transfer of funds from a bank account. In anotherembodiment, the EGM includes a payment device configured to communicatewith a mobile device of a player, such as a mobile phone, a radiofrequency identification tag, or any other suitable wired or wirelessdevice, to retrieve relevant information associated with that player tofund the EGM. Examples of funding an EGM via communication between theEGM and a mobile device (such as a mobile phone) of a player aredescribed in U.S. Patent Application Publication No. 2013/0344942,entitled “Avatar as Security Measure for Mobile Device Use withElectronic Gaming Machine,” which is incorporated herein by reference.When the EGM is funded, the at least one processor determines the amountof funds entered and displays the corresponding amount on a creditdisplay or any other suitable display as described below.

In certain embodiments, the at input device 1030 includes at least onewagering, or betting device. In various embodiments, the one or morewagering or betting devices are each: (1) a mechanical button supportedby the housing of the EGM (such as a hard key or a programmable softkey), or (2) an icon displayed on a display device of the EGM (describedbelow) that is actuatable via a touch screen of the EGM (describedbelow) or via use of a suitable input device of the EGM (such as a mouseor a joystick). One such wagering or betting device is as a maximumwager or bet device that, when actuated, causes the EGM to place amaximum wager on a play of a game. Another such wagering or bettingdevice is a repeat bet device that, when actuated, causes the EGM toplace a wager that is equal to the previously-placed wager on a play ofa game. A further such wagering or betting device is a bet one devicethat, when actuated, causes the EGM to increase the wager by one credit.Generally, upon actuation of one of the wagering or betting devices, thequantity of credits displayed in a credit meter (described below)decreases by the amount of credits wagered, while the quantity ofcredits displayed in a bet display (described below) increases by theamount of credits wagered.

In various embodiments, the at least one input device 1030 includes atleast one game play activation device. In various embodiments, the oneor more game play initiation devices are each: (1) a mechanical buttonsupported by the housing of the EGM (such as a hard key or aprogrammable soft key), or (2) an icon displayed on a display device ofthe EGM (described below) that is actuatable via a touch screen of theEGM (described below) or via use of a suitable input device of the EGM(such as a mouse or a tick). After a player appropriately funds the EGMand places a wager, the EGM activates the game play activation device toenable the player to actuate the game play activation device to initiatea play of a game on the EGM (or another suitable sequence of eventsassociated with the EGM). After the EGM receives an actuation of thegame play activation device, the EGM initiates the play of the game. Theexample EGMs 2000 a and 2000 b illustrated in FIGS. 5A and 5B eachinclude a game play activation device in the form of a game playinitiation button 2132. In other embodiments the EGM begins game playautomatically upon appropriate funding rather than upon utilization ofthe game play activation device.

In other embodiments, the at least one input device 1030 includes acashout device. In various, embodiments, the cashout device is: (1)mechanical button supported by the housing of the EGM (such as a hardkey or a programmable soft key), or (2) an icon displayed on a displaydevice of the EGM (described below) that is actuatable via a touchscreen of the EGM (described below) or via use of a suitable inputdevice of the EGM (such as a mouse or a joystick). When the EGM receivesan actuation of the cashout device from a player and the player has apositive (i.e.; greater-than-zero) credit balance, the EGM initiates apayout associated with the players credit balance. The example EGMs 2000a and 2000 b illustrated in FIGS. 5A and 5B each include a cashoutdevice in the form of a cashout button 2134.

In various embodiments, the at least one input device 1030 includes aplurality of buttons that are programmable by the EGM operator to, whenactuated, cause the EGM to perform particular functions. For instance,such buttons may be hard keys, programmable soft keys, or icons icondisplayed on a display device of the EGM (described below) that areactuatable via a touch screen of the EGM (described below) or via use ofa suitable input device of the EGM (such as a mouse or a joystick). Theexample EGMs 2000 a and 2000 b illustrated in FIGS. 5A and 5B eachinclude a plurality of such buttons 2130.

In certain embodiments, the at least one input device 1030 includes atouch-screen coupled to a touch-screen controller or othertouch-sensitive display overlay to enable interaction with any imagesdisplayed on a display device (as described below). One such inputdevice is a conventional touch-screen button panel. The touch-screen andthe touch-screen controller are connected to a video controller. Inthese embodiments, signals are input to the EGM by touching the touchscreen at the appropriate locations.

In embodiments including a player tracking system, as further describedbelow, the at least one input device 1030 includes a card reader incommunication with the at least one processor of the EGM. The exampleEGMs 2000 a and 2000 b illustrated in FIGS. 5A and 5B each include acard reader 2138. The car reader is configured to read a playeridentification card inserted into the card reader.

The at least one wireless communication component 1056 includes one ormore communication interfaces having different architectures andutilizing a variety of protocols, such as (but not limited to) 802.11(WiFi); 802.15 (including Bluetooth™); 802.16 (WiMax); 802.22; cellularstandards such as COMA, CDMA2000, and WCDMA; Radio Frequency (e.g.;RFID); infrared; and Near Field Magnetic communication protocols. The atleast one wireless communication component 1056 transmits electrical,electromagnetic, or optical signals that carry digital data streams oranalog signals representing various types of information.

The at least one wired/wireless power distribution component 1058includes components or devices that are configured to provide powerother devices. For example, in one embodiment, the at least one powerdistribution component 1058 includes a magnetic induction system that isconfigured to provide wireless power to one or more user input devicesnear the EGM. In one embodiment, a user input device docking region isprovided, and includes a power distribution component that is configuredto recharge a user input device without requiring metal-to-metalcontact. In one embodiment, the at a power distribution component 1058is configured to distribute power to one or more internal components ofthe EGM, such as one or more rechargeable power sources (e.g.,rechargeable batteries) located at the EGM.

In certain embodiments, the at least one sensor 1060 includes at leastore of: optical sensors, pressure sensors, RF sensors, infrared sensors,image sensors, thermal sensors, and biometric sensors. The at least onesensor 1060 may be used for a variety of functions, such as: detectingmovements and/or gestures of various objects within a predeterminedproximity to the EGM; detecting the presence and/or identity of variouspersons (e.g., players, casino employees, etc.) devices (e.g., userinput devices), and/or systems within a predetermined proximity to theEGM.

The at least one data preservation component 1062 is configured todetect or sense one or more events and/or conditions that, for example,may result in damage to the EGM and/or that may result in loss ofinformation associated with the EGM. Additionally, the data preservationsystem 1062 may be operable to initiate one or more appropriateaction(s) in response to the detection of such events/conditions.

The at least one motion/gesture analysis and interpretation component1064 is configured to analyze and/or interpret information relating todetected player movements and/or gestures to determine appropriateplayer input information relating to the detected player movements,and/or gestures. For example, in one embodiment, the at least onemotion/gesture analysis and interpretation component 1064 is configuredto perform one or more of the following functions: analyze the detectedgross motion or gestures of a player; interpret the player's motion orgestures (e.g., in the context of a casino game being played) toidentify instructions or input from the player; utilize the interpretedinstructions/input to advance the game state; etc. In other embodiments,at least a portion of these additional functions may be implemented at aremote system or device.

The at least one portable power source 1068 enables the ESM to operatein a mobile environment. For example, in one embodiment, the EGM 300includes one or more rechargeable batteries.

The at least one geolocation module 1076 is configured to acquiregeolocation information from one or more remote sources and use theacquired geolocation information to determine information relating to arelative and/or absolute position of the EGM. For example, in oneimplementation, the at least one geolocation module 1076 is configuredto receive GPS signal information for use in determining the position orlocation of the EGM. In another implementation, the at least onegeolocation module 1076 is configured to receive multiple wirelesssignals from multiple remote devices (e.g., EGMs, servers, wirelessaccess points, etc.) and use the signal information to computeposition/location information relating to the position or location ofthe EGM.

The at least one user identification module 1077 is configured todetermine the identity of the current user or current owner of the EGM.For example, in one embodiment, the current is required to perform alogin process at the EGM in order to access one or more features.Alternatively, the EGM configured to automatically determine theidentity of the current user based on one or more external signals, suchas an RFID tag or badge worn by the current user and that provides awireless signal to the EGM that is used to determine the identity of thecurrent user. In at least one embodiment, various security features areincorporated into the EGM to prevent unauthorized users from accessingconfidential or sensitive information.

The at least one information filtering module 1079 is configured toperform filtering (e.g., based on specified criteria) of selectedinformation to be displayed at one or more displays 1035 of the EGM.

In various embodiments, the EGM includes a plurality of communicationports configured to enable the at least one processor of the EGM tocommunicate with and to operate with external peripherals, such as:accelerometers, arcade sticks, bar code readers, bill validators,biometric input devices, bonus devices, button panels, card readers,coin dispensers, coin hoppers, display screens or other displays orvideo sources, expansion buses, information panels, keypads, lightsstorage devices, microphones, motion sensors, motors, printers, reels,SCSI ports, solenoids, speakers, thumbsticks, ticket readers, touchscreens, trackballs, touchpads, wheels, and wireless communicationdevices. U.S. Pat. No. 7,290,072 describes a variety of EGMs includingone or more communication ports that enable the EGMs to communicate andoperate with one or more external peripherals.

As generally described above, in certain embodiments, such as theexample EGMs 2000 a and 2000 b illustrated in FIGS. 5A and 5B the EGMhas a support structure, housing, or cabinet that provides support for aplurality of the input devices and the output devices of the EGM.Further, the EGM is configured such that a player may operate it whilestanding or sitting. In various embodiments, the EGM is positioned on abase or stand, or is configured as a pub-style tabletop game (not shown)that a player may operate typically while sitting. As illustrated by thedifferent example EGMs 2000 a and 2000 b shown in FIGS. 5A and 5B, EGMsmay have varying housing and display configurations.

In certain embodiments, the EGM is a device that has obtained approvalfrom a regulatory gaming commission, and in other embodiments, the EGMis a device that has not obtained approval from a regulatory gamingcommission.

The EGMs described above are merely three examples of different types ofEGMs. Certain of these example EGMs may include one or more elementsthat may not be included in all gaming systems, and these example EGMsmay not include one or more elements that are included in other gamingsystems For example, certain EGMs include a coin acceptor while othersdo not.

Operation of Primary or Base Games and/or Secondary or Bonus Games

In various embodiments, an EGM may be implemented in one of a variety ofdifferent configurations. In various embodiments, the EGM may beimplemented as one of: (a) a dedicated EGM in which computerized gameprograms executable by the EGM for controlling any primary or base games(referred to herein as “primary games”) and/or any secondary or bonusgames or other functions displayed by the EGM are provided with the EGMprior to delivery to a gaming establishment or prior to being providedto, a player; and (b) a changeable EGM in which computerized gameprograms executable by the EGM for controlling any primary games and/orsecondary games displayed by the EGM are downloadable or otherwisetransferred to the EGM through a data network or remote communicationlink; from a USB drive, flash memory card, or other suitable memorydevice; or in any other suitable manner after the EGM is physicallylocated in a gaming establishment or after the EGM is provided to aplayer.

As generally explained above, in various embodiments in which the gamingsystem includes a central server, central controller, or remote host anda changeable EGM, the at least one memory device of the central server,central controller, or remote host stores different game programs andinstructions executable by the at least one processor of the changeableEGM to control one or more primary games and/or secondary gamesdisplayed, by the changeable EGM. More specifically, each suchexecutable game program represents a different game or a different typeof game that the at least one changeable EGM is configured to operate.In one example, certain of the game programs are executable by thechangeable EGM to operate games having the same or substantially thesame game play but different paytables. In different embodiments, each,executable game program is associated with a primary game a secondarygame, or both. In certain embodiments, an executable game program isexecutable by the at least one processor of the at least one changeableEGM as a secondary game to be played simultaneously with a play of aprimary game (which may be downloaded to or otherwise stored on the atleast one changeable EGM), or vice versa.

In operation of such embodiments, the central server, centralcontroller, or remote host is configured to communicate one or more ofthe stored executable game programs to the at least one processor of thechangeable EGM. In different embodiments, a stored executable gameprogram is communicated or delivered to the at least one processor ofthe changeable EGM by: (a) embedding the executable game program in adevice or a component (such as a microchip to be inserted into thechangeable EGM); (b) writing the executable game program onto a disc orother media; or (c) uploading or streaming the executable game programover a data network (such as a dedicated data network). After theexecutable game program is communicated from the central server, centralcontroller, or remote host to the changeable EGM, the at least oneprocessor of the changeable EGM executes, the executable game program toenable the primary game and/or the secondary game associated with thatexecutable game program to be played using the display device(s) and/orthe input device(s) of the changeable EGM. That is, when an executablegame program is communicated to the at least one processor of thechangeable EGM, the at least one processor of the changeable EGM changesthe game the type of game that may be played using the changeable EGM.

In certain embodiments, the gaming system randomly determines any gameoutcome(s) (such as a win outcome) and/or award(s) (such as a quantityof credits to award for the win outcome) for a play of a primary gameand/or a play of a secondary game based on probability data. In certainsuch embodiments, this random determination is provided throughutilization of an RNG, such as true RNG or a pseudo RNG, or any othersuitable randomization process. In one such embodiment, each gameoutcome or award is associated with a probability, and the gaming systemgenerates the game outcome(s) and/or the award(s) to be provided basedon the associated probabilities. In these embodiments, since the gamingsystem generates game outcomes and/or awards randomly or based on one ormore probability calculations, there is no certainty that the gamingsystem will ever provide any specific game outcome and/or award.

In certain embodiments, the gaming system maintains one or morepredetermined pools or sets of predetermined game outcomes and/orawards. In certain such embodiments, upon generation or receipt of agame outcome and/or award request, the gaming system independentlyselects one of the predetermined game outcomes and/or awards from theone or more pools or sets. The gaming system flags or marks the selectedgame outcome and/or award as used. Once a game outcome or an award isflagged as used, it is prevented from further selection from ifsrespective pool or set; that is, the gaming system does not select thatgame outcome or award upon another game outcome and/or award request.The gaming system provides the selected game outcome and/or award.Examples of this type of award evaluation are described in U.S. Pat. No.7,470,183, entitled “Finite Pool Gaming Method and Apparatus”; U.S. Pat.No. 7,563,163, entitled “Gaming Device Including Outcome Pools forProviding Game Outcomes”, U.S. Pat. No. 7,833,082, entitled “Method andSystem for Compensating for Player Choice in a Game of Chance”; U.S.Pat. No. 8,070,579, entitled “Bingo System with Downloadable CommonPatterns”; and U.S. Pat. No. 8,398,472, entitled “Central DeterminationPoker Game,” which are incorporated herein by reference.

In certain embodiments, the gaming system determines a predeterminedgame outcome and/or award based on the results of a bingo, keno, orlottery game. In certain such embodiments, the gaming system utilizesone or more bingo, keno, or lottery games to determine the predeterminedgame outcome and/or award provided for a primary game and/or a secondarygame. The gaming system is provided or associated with a bingo card.Each bingo card consists of a matrix or array of elements, wherein each,element is designated with separate indicia. After a bingo card isprovided, the gaming system randomly selects or draws a plurality of theelements. As each element is selected, a determination is made as towhether the selected element is present on the bingo card. If theselected element is present on the bingo card, that selected element onthe provided bingo card is marked or flagged. This process of selectingelements and marking any selected elements on the provided bingo cardscontinues until one or more predetermined patterns are marked on one ormore of the provided bingo cards. After one or more predeterminedpatterns are marked on one or more of the provided bingo cards, gameoutcome and/or award is determined based, at least in part, on theselected elements on the provided bingo cards. Examples of this type ofaward determination are described in U.S. Pat. No. 7,753,774, entitled“Using Multiple Bingo Cards to Represent Multiple Slot Paylines andOther Class III Game Options”; U.S. Pat. No. 7,731,581, entitled“Multi-Player Bingo Game with Multiple Alternative Outcome Displays”;U.S. Pat. No. 7,955,170, entitled “Providing Non-Bingo Outcomes for aBingo Game”; U.S. Pat. No. 8,070,579, entitled “Bingo System withDownloadable Common Patterns”; and U.S. Pat. No. 8,500,538, entitled“Bingo Gaming System and Method for Providing Multiple Outcomes fromSingle Bingo Pattern,” which are incorporated herein by reference.

In certain embodiments in which the gaming system includes a centralserver, central controller, or remote host and an EGM, the EGM isconfigured to communicate with the central server, central controller,or remote host for monitoring purposes only. In such embodiments, theESM determines the game outcome(s) and/or award(s) to be provided in anyof the manners described above, and the central server, centralcontroller, or remote host monitors the activities and events occurringon the EGM. In one such embodiment, the gaming system includes areal-time or online accounting and gaming information system configuredto communicate with the central server, central controller, or remotehost. In this embodiment, the accounting and gaming information systemincludes: (a) a player database configured to store player profiles, (b)a player tracking module configured to track players (as describedbelow), and (c) a credit system configured to provide automatedtransactions. Examples of such accounting systems are described in U.S.Pat. No. 6,913,534, entitled “Gaming Machine Having a Lottery Game andCapability for Integration with Gaming Device Accounting System andPlayer Tracking System,” U.S. Pat. No. 8,597,116, entitled “VirtualPlayer Tracking and Related Services,” which are incorporated herein byreference.

As noted above in various embodiments, the gaming system includes one ormore executable game programs executable by at least one processor ofthe gaming system to provide one or more primary games and one or moresecondary games. The primary game(s) and the secondary game(s) maycomprise any suitable games and/or wagering games, such as, but notlimited to: electro-mechanical or video slot or spinning reel typegames; video card games such as video draw poker, multi-hand video drawpoker, other video poker games, video blackjack games, and videobaccarat games; video keno games; video bingo games; and video selectiongames.

In certain embodiments in which the primary game is a slot or spinningreel type game, the gaming system includes one or more reels in eitheran electromechanical form with mechanical rotating reels or in a videoform with simulated reels and movement thereof. Each reel displays aplurality of indicia or symbols, such as bells, hearts, fruits, numbers,letters, bars, or other images that typically correspond to a themeassociated with the gaming system. In certain such embodiments, thegaming system includes one or more paylines associated with the reels.The example EGM 2000 b shown in FIG. 5B includes a payline 1152 and aplurality of reels 1154. In certain embodiments, one or more of thereels are independent reels or unisymbol reels. In such embodiments,each independent reel generates and displays one symbol.

In various embodiments one or more of the paylines is horizontal,vertical, circular, diagonal angled, or any suitable combinationthereof. In other embodiments, each of one or more of the paylines isassociated with a plurality of adjacent symbol display areas n arequisite number of adjacent reels. In one such embodiment, one or morepaylines are formed between at least two symbol display areas that areadjacent to each other by either sharing a common side or sharing acommon corner (i.e., such paylines are connected paylines). The gamingsystem enables a wager to be placed on one or more of such paylines toactivate such paylines. In other embodiments in which one or morepaylines are formed between at least two adjacent symbol display areas,the gaming system enables a wager to be placed on a plurality of symboldisplay areas, which activates those symbol display areas.

In various embodiments, the gaming system provides one or more awardsafter a spin of the reels when specified types and/or configurations ofthe indicia or symbols on the reels occur on an active payline orotherwise occur in a winning pattern, occur on the requisite number ofadjacent reels, and/or occur in a scatter pay arrangement.

In certain embodiments, the gaming system employs a ways to win awarddetermination. In these embodiments, any outcome to be provided isdetermined based on a number of associated symbols that are generated inactive, symbol display areas on the requisite number of adjacent reels(i.e., not on paylines passing through any displayed winning symbolcombinations). If a winning symbol combination is generated on thereels, one award for that occurrence of the generated winning symbolcombination is provided. Examples of ways to win award determinationsare described in U.S. Pat. No. 8,012,011, entitled “Gaming Device andMethod Having Independent Reels and Multiple Ways of Winning”: U.S. Pat.No. 8,241,104, entitled “Gaming Device and Method Having DesignatedRules for Determining Ways To Win”; and U.S. Pat. No. 8,430,739,entitled “Gaming System and Method Having Wager Dependent DifferentSymbol Evaluations,” which are incorporated herein by reference.

In various embodiments, the gaming system includes a progressive award.Typically, a progressive award includes an initial amount and anadditional amount funded through a portion of each wager placed toinitiate a play of a primary game. When one or more triggering eventsoccurs, the gaming system provides at least a portion of the progressiveaward. After the gaming system provides the progressive award, an amountof the progressive award is reset to the initial amount and a portion ofeach subsequent wager is allocated to the next progressive award.Examples of progressive gaming systems are described in U.S. Pat. No.7,585,223, entitled “Server Based Gaming System Having MultipleProgressive Awards”; U.S. Pat. No. 7,651,392, entitled “Gaming DeviceSystem Having Partial Progressive Payout”; U.S. Pat. No. 7,566,093,entitled “Gaming Method and Device Involving Progressive Wagers”; U.S.Pat. No. 7,780,523, entitled “Server used Gaming System Having MultipleProgressive Awards”; and U.S. Pat. No. 8,337,298, entitled “GamingDevice Having Multiple Different Types of Progressive Awards,” which areincorporated herein by reference

As generally noted above, in addition to providing winning credits orother awards for one or more plays of the primary game(s), in variousembodiments the gaming system provides credits or other awards for oneor more plays of one or more secondary games. The secondary gametypically enables an award to be obtained addition to any award obtainedthrough play of the primary game(s). The secondary game(s) typicallyproduces a higher level of player excitement than the primary game(s)because the secondary game(s) provides a greater expectation of winningthan, the primary game(s) and is accompanied with more attractive orunusual features than the primary game(s). The secondary game(may be anytype of suitable game, either similar to or completely different fromthe primary game.

In various embodiments, the gaming system automatically provides orinitiates the secondary game upon the occurrence of a triggering eventor the satisfaction of a qualifying condition. In other embodiments, thegaming system initiates the secondary game upon the occurrence of thetriggering event or the satisfaction of the qualifying condition andupon receipt of an initiation input. In certain embodiments, thetriggering event or qualifying condition is a selected outcome in theprimary game(s) or a particular arrangement of one or more indicia on adisplay device for a play of the primary game(s), such as a “BONUS”symbol appearing on three adjacent reels along a payline following pinof the reels for a play of the primary game. In other embodiments, thetriggering event or qualifying condition occurs based on a certainamount of game play (such as number of number of credits, amount oftime) being exceeded, or based on a specified number of points beingearned during game play. Any suitable triggering event or qualifyingcondition or any suitable combination of a plurality of differenttriggering events or qualifying conditions may be employed.

In other embodiments, at least one processor of the gaming systemrandomly determines when to provide one or more plays of one or moresecondary games. In one such embodiment, no apparent reason is providedfor providing the secondary game. In this embodiment, qualifying for asecondary game is not triggered by the occurrence of an event in anyprimary game or based specifically on any of the plays of any primarygame. That is, qualification is provided without any explanation or,alternatively, with a simple explanation. In another such embodiment,the gaming system determines qualification for a secondary game at leastpartially based on a game triggered or symbol triggered event, such asat least partially based on play of a primary game.

In various embodiments, after qualification for a secondary game hasbeen determined, the secondary game participation may be enhancedthrough continued play on the primary game. Thus, in certainembodiments, for each secondary game qualifying event, such as asecondary game symbol, that is obtained, a given number of secondarygame wagering points or credits is accumulated in a “secondary gamemeter” configured to accrue the secondary game wagering credits orentries toward eventual participation in the secondary game. In one suchembodiment, the occurrence of multiple such secondary game qualifyingevents in the primary game results in an arithmetic or exponentialincrease in the number of secondary game wagering credits awarded. Inanother such embodiment, any extra secondary game wagering credits maybe redeemed during the secondary game to extend play of the secondarygame.

In certain embodiments, no separate entry fee or buy-in for thesecondary game is required. That is, entry into the secondary gamecannot be purchased; rather, in these embodiments entry must be won orearned through play of the primary game, thereby encouraging play of theprimary game. In other embodiments, qualification for the secondary gameis accomplished through a simple “buy-in.” For example, qualificationthrough other specified activities is unsuccessful, payment of a fee orplacement of an additional wager “buys-in” to the secondary game. Incertain embodiments, a separate side wager must be placed on thesecondary game or a wager of a designated amount must, be placed on theprimary game to enable qualification for the secondary game. In theseembodiments, the secondary game triggering event must occur and the sidewager (or designated primary game wager amount) must have been placedfor the secondary game to trigger.

In various embodiments in which the gaming system includes a pluralityof EGMs, the EGMs are configured to communicate with one another toprovide a group gaming environment. In certain such embodiments, theEGMs enable players of those EGMs to work in conjunction with oneanother, such as by enabling the players to play together as a team orgroup, to win one or more awards. In other such embodiments, the EGMsenable players of those EGMs to compete against one another for one ormore awards. In one such embodiment, the EGMs enable the players ofthose EGMs to participate in one or more gaming tournaments for one ormore awards. Examples of group gaming, systems are described in U.S.Pat. No. 8,070,583, entitled “Server Based Gaming System and Method forSelectively Providing One or More Different Tournaments”; U.S. Pat. No.8,500,548, entitled “Gaming System and Method for Providing TeamProgressive Awards”; and U.S. Pat. No. 8,562,423, entitled “Method andApparatus for Rewarding Multiple Game Players for a Single Win,” whichare incorporated herein by reference.

In various embodiments, the gaming system includes one or more playertracking, systems. Such player tracking systems enable operators of thegaming system (such as casinos or other gaming establishments) torecognize the value of customer loyalty by identifying frequentcustomers and rewarding them for their patronage. Such a player trackingsystem is configured to track a player's gaming activity. In one suchembodiment, the player tracking system does so through the use of playertracking cards. In this embodiment, player is issued a playeridentification card that has an encoded player identification numberthat uniquely identifies the player. When the player's playing trackingcard is inserted into a card reader of the gaming system to begin agaming session, the card reader reads the player identification numberoff the player tracking card to identify the player. The gaming systemtimely tracks any suitable information or data relating to theidentified player's gaming session. The gaming system also timely trackswhen the player tracking card is removed to conclude play for thatgaming session. In another embodiment, rather than requiring insertionof a player tracking card into the card reader, the gaming systemutilizes one or more portable devices, such as a mobile phone, a radiofrequency identification tag, or any other suitable wireless device, totrack when a gaming session begins and ends. In another embodiment, thegaming system utilizes any suitable biometric technology or tickettechnology to track when a gaming session begins and ends.

In such embodiments, during one or more gaming sessions, the gamingsystem tracks any suitable information or data, such as any amountswagered, average wager amounts, and/or the time at which these wagersare placed. In different embodiments, for one or more players, theplayer tracking system includes the player's account number, theplayer's card number, the player's first name, the player's surname, theplayer's preferred name, the player's player tracking ranking, anypromotion status associated with the player's player tracking card, theplayer's address, the player's birthday, the player's anniversary, theplayer's recent gaming sessions, or any other suitable data, in variousembodiments, such tracked information and/or any suitable featureassociated with the player tracking system is displayed on a playertracking display. In various embodiments, such tracked informationand/or any suitable feature associated with the player tracking systemis displayed via one or more service windows that are displayed on thecentral display device and/or the upper display device. Examples ofplayer tracking systems are described in U.S. Pat. No. 6,722,985,entitled “Universal Player Tracking System”; U.S. Pat. No. 6,908,387,entitled “Player Tracking Communication Mechanisms in a Gaming Machine”;U.S. Pat. No. 7,311,605, entitled “Player Tracking Assembly for CompletePatron Tracking for Both Gaming and Non-Gaming Casino Activity”; U.S.Pat. No. 7,611,411, entitled “Player Tracking instruments HavingMultiple Communication Modes”; U.S. Pat. No. 7,617,151, entitled“Alternative Player Tracking Techniques”: and U.S. Pat. No. 8,057,298,entitled “Virtual Player Tracking and Related Services,” which areincorporated herein by reference.

Differentiating Certain Gaming Systems from General Purpose ComputingDevices

Certain of the gaming systems described herein, such as EGMs located ina casino or another gaming establishment, include certain componentsand/or are configured to operate in certain manners that differentiatethese systems from general purpose computing devices, i.e., certainpersonal gaming devices such as desktop computers and laptop computers.

For instance, EGMs are highly regulated to ensure fairness and, in manycases, EGMs are configured to award monetary awards up to multiplemillions of dollars. To satisfy security and regulatory requirements ina gaming environment, hardware and/or software architectures areimplemented in EGMs that differ significantly from those of generalpurpose computing devices. For purposes of illustration, a descriptionof EGMs relative to general purpose computing devices and some examplesof these additional (or different) hardware and/or softwarearchitectures found in EGMs are described below.

At first glance, one might think that adapting general purpose computingdevice technologies to the gaming industry and EGMs would be a simpleproposition because both general purpose computing devices and EGMsemploy processors that control a variety of devices. However, due to atleast: (1) the regulatory requirements placed on EGMs, (2) the harshenvironment in which EGMs operate, (3) security requirements, and (4)fault tolerance requirements, adapting general purpose computing devicetechnologies to EGMs can be quite difficult. Further, techniques andmethods for solving a problem in the general purpose computing deviceindustry, such as device compatibility and connectivity issues, mightnot be adequate in the gaming industry. For instance, a fault or aweakness tolerated in a general purpose computing device, such assecurity holes in software or frequent crashes, is not tolerated in anEGM because in an EGM these faults can lead to a direct loss of fundsfrom the EGM, such as stolen cash or loss of revenue when the EGM is notoperating properly or when the random outcome determination ismanipulated.

Certain differences between general purpose computing devices and EGMsare described below. A first difference between EGMs and general purposecomputing devices is that EGMs are state-based systems. A state-basedsystem stores and maintains its current state in a non-volatile memorysuch that, in the event of a power failure or other malfunction, thestate-based system can return to that state when the power is restoredor the malfunction is remedied. For instance, for a state-based EGM, ifthe EGM displays an award for a game of chance but the power to the EGMfails before the EGM provides the award to the player, the EGM storesthe pre-power failure state in ;a non-volatile memory, returns to thatstate upon restoration of power, and provides the award to the player.This requirement affects the software and hardware design on EGMs.General purpose computing devices are not state-based machines, and amajority of data is usually lost when a malfunction occurs on a generalpurpose computing device.

A second difference between EGMs and general purpose computing devicesis that, for regulatory purposes, the software on the EGM utilized tooperate the EGM has been designed to be static and monolithic to preventcheating by the operator of the EGM. For instance, one solution that hasbeen employed in the gaming industry to prevent cheating and to satisfyregulatory requirements has been to manufacture an EGM that can use aproprietary processor running instructions to provide the game of chancefrom an EPROM or other form of non-volatile memory. The codinginstructions on the EPROM are static (non-changeable) and must beapproved by a gaming regulators in a particular jurisdiction andinstalled in the presence of a person representing the gamingjurisdiction. Any changes to any part of the software required togenerate the game of chance, such as adding a new device driver used tooperate a device during generation of the game of chance, can requireburning a new EPROM approved by the gaming jurisdiction and reinstallingthe new EPROM on the EGM in the presence of a gaming regulator.Regardless of whether the EPROM solution is used, to gain approval inmost gaming jurisdictions, an EGM must demonstrate sufficient safeguardsthat prevent an operator or a player of an EGM from manipulating theEGM's hardware and software in a manner that gives him an unfair, and insome cases illegal, advantage.

A third difference between EGMs and general purpose computing devices isauthentication—EGMs storing code are configured to authenticate the codeto determine if the code is unaltered before executing the code. If thecode has been altered, the EGM prevents the code being executed. Thecode authentication requirements in the gaming industry affect bothhardware and software designs on EGMs. Certain EGMs use hash functionsto authenticate code. For instance, one EGM stores game program code, ahash function, and an authentication hash (which may be encrypted).Before executing the game program code, the EGM hashes the game programcode, using the hash function to obtain a result hash and compares theresult hash to the authentication hash. If the result hash matches theauthentication hash, the EGM determines that the game program code isvalid and executes the game program code. If the result hash does notmatch the authentication hash, the EGM determines that the game programcode has been altered (i.e., may have been tampered with) and preventsexecution of the game program code. Examples of EGM code authenticationare described in U.S. Pat. No. 6,962,530, entitled “Authentication in aSecure Computerized Gaming System”; U.S. Pat. No. 7,043,641, entitled“Encryption in a Secure Computerized Gaming System”; U.S. Pat. No.7,201,662, entitled “Method and Apparatus for Software Authentication”;and U.S. Pat. No. 8,627,097, entitled “System and Method EnablingParallel Processing of Hash Functions Using Authentication CheckpointHashes,” which are incorporated herein by reference.

A fourth difference between EGMs and general purpose computing devicesis that EGMs have unique peripheral device requirements that differ fromthose of a general purpose computing device, such as peripheral devicesecurity requirements not usually addressed by general purpose computingdevices. For instance, monetary devices, such as coin dispensers, billvalidators, and ticket printers and computing devices that are used togovern the input and output of cash or other items having monetary value(such as tickets) to and from an EGM have security requirements that arenot typically addressed in general purpose computing devices. Therefore,many general purpose computing device techniques and methods developedto facilitate device connectivity and device compatibility do notaddress the, emphasis placed on security in the gaming industry.

To address some of the issues described above, a number ofhardware/software components and architectures are utilized in EGMs thatare not typically found in general purpose computing devices. Thesehardware/software components and architectures, as described below inmore detail, include but are not limited to watchdog timers, voltagemonitoring systems, state-based software architecture and supportinghardware, specialized communication interfaces, security monitoring, andtrusted memory.

Certain EGMs sea watchdog timer to provide a software failure detectionmechanism. In a normally operating EGM, the operating softwareperiodically accesses control watchdog tuner subsystem to “re-trigger”the watchdog. Should the operating software fail to access the controlregisters within a preset timeframe, the watchdog timer will timeout andgenerate a system reset. Typical watchdog timer circuits include aloadable timeout counter register to enable the operating software toset the timeout interval within a certain range of time. Adifferentiating feature of some circuits is that the operating softwarecannot completely disable the function of the watchdog timer. In otherwords, the watchdog timer always functions from the time power isapplied to the board.

Certain EGMs use several power supply voltages to operate portions ofthe computer circuitry. These can be generated in a central power supplyor locally on the computer board. If any of these voltages falls out ofthe tolerance limits of the circuitry they power, unpredictableoperation of the EGM may result. Though most modern general purposecomputing devices include voltage monitoring circuitry, these types ofcircuits only report voltage status to the operating software. Out oftolerance voltages can cause software malfunction, creating a potentialuncontrolled condition in the general purpose computing device. CertainEGMs have power supplies with relatively tighter voltage margins thanthat required by the operating circuitry. In addition, the voltagemonitoring circuitry implemented in certain EGMs typically has twothresholds of control. The first threshold generates a software eventthat can be detected by the operating software and an error conditionthen generated. This threshold is triggered when a power <supply voltagefalls out of the tolerance range of the power supply, but is stillwithin the operating range of the circuitry. The second threshold is setwhen a power supply voltage falls out of the operating tolerance of thecircuitry. In this, case, the circuitry generates a reset, haltingoperation of the EGM.

As described above, certain EGMs are state-based machines. Differentfunctions of the game provided by the EGM (e.g., bet, play, result,points in the graphical presentation, etc.) may be defined as a state.When the EGM moves a game from one state to another, the EGM storescritical data regarding the game software in a custom non-volatilememory subsystem. This ensures that the player's wager and credits arepreserved and to minimize potential disputes in the event of amalfunction on the EGM In general, the EGM does not advance from a firststate to a second state until critical information that enables thefirst state to be reconstructed has been stored. This feature enablesthe EGM to recover operation to the current state play in the event ofmalfunction, loss of power, etc. that occurred just prior to themalfunction. In at least one embodiment, the EGM is configured to storesuch critical information using atomic transactions.

Generally, an atomic operation in computer science refers to a set ofoperations that can be combined so that they appear to the rest of thesystem to be a single operation with only two possible outcomes: successor failure. As related to data rage, an atomic transaction may becharacterized as series of database operations which either all occur,or all do not occur. A guarantee of atomicity prevents updates to thedatabase occurring only partially, which can result in data corruption.

To ensure the success of atomic transactions relating criticalinformation to be stored in the EGM memory before a failure event (e.g.,malfunction, loss of power, etc.), memory that includes one or more ofthe following criteria be used: direct memory access capability; dataread/write capability which meets or exceeds minimum read/write accesscharacteristics (such as at least 5.08 Mbytes/sec (Read) and/or at least38.0 Mbytes/sec (Write)). Memory devices that meet or exceed the abovecriteria may be referred to as “fault-tolerant” memory devices.

Typically, battery-backed RAM devices may be configured to function asfault-tolerant devices according to the above criteria, whereas flashRAM and/or disk drive memory are typically not configurable to functionas fault-tolerant devices according to the above criteria. Accordingly,battery-backed RAM devices are typically used to preserve EGM criticaldata, although other types of non-volatile memory devices may beemployed. These memory devices are typically not used in typical generalpurpose computing devices.

Thus, in at least one embodiment, the EGM is configured to storecritical information in fault-tolerant memory (e.g., battery-backed RAMdevices) using atomic transactions. Further, in at least one embodiment,the fault-tolerant memory is able to successfully complete all desiredatomic transactions (e.g., relating to the storage of EGM criticalinformation) within a time period of 200 milliseconds or less. In atleast, one embodiment, the time period of 200 milliseconds represents amaximum amount of time for which sufficient power may be available tothe various EGM components after a power outage event has occurred atthe EGM.

As described previously, the EGM may not advance from a first state to asecond state until critical information that enables the first state tobe reconstructed has been atomically stored. After the state of the EGMis restored during the play of a game of chance, game play may resumeand the game may be completed in a manner that is no different than ifthe malfunction had not occurred. Thus, for example, when a malfunctionoccurs during a game of chance, the EGM may be restored to a state inthe game of chance just prior to when the malfunction occurred. Therestored state may, include metering information and graphicalinformation that was displayed on the EGM in the state prior to themalfunction. For example, when the malfunction occurs during the play ofa card game after the cards have been dealt, the EGM may be restoredwith the cards that were previously displayed as part of the card game.As another example, a bonus game may be triggered during the play of agame of chance in which a player is required to make a number ofselections on a video display screen. When a malfunction has occurredafter the player has made one or more selections, the EGM may berestored to a state that shows the graphical presentation just prior tothe malfunction including an indication of selections that have alreadybeen made by the player. In general, the EGM may be restored to anystate in a plurality of states that occur in the game of chance thatoccurs while the game of chance is played or to states that occurbetween the play of a game of chance.

Game history information regarding previous games played such as anamount wagered, the outcome of the game, and the like may also be storedin a non-volatile memory device. The information stored in thenon-volatile memory may be detailed enough to reconstruct a portion ofthe graphical presentation that was previously presented on the EGM andthe state of the EGM (e.g., credits) at the time the game of chance wasplayed. The game history information may be utilized in the event of adispute. For example, a player may decide that in a previous game ofchance that they did not receive credit for an award that they believedthey won. The game history information may be used to reconstruct thestate of the EGM prior to, during, and/or after the disputed game todemonstrate whether the player was correct or not in her assertion.Examples of a state-based EGM, recovery from malfunctions, and gamehistory are described in U.S. Pat. No. 6,804,763, entitled “HighPerformance Battery Backed RAM Interface”; U.S. Pat. No. 6,863,608,entitled “Frame Capture of Actual Game Play”; U.S. Pat. No. 7,111,141entitled “Dynamic NV-RAM”; and U.S. Pat. No. 7,384,339, entitled, “FrameCapture of Actual Game Play,” which are incorporated herein byreference.

Another feature of EGMs is that they often include unique interfaces,including serial interfaces, to connect to specific subsystems internaland external to the EGM. The serial devices may have electricalinterface requirements that differ from the “standard” EIA serialinterfaces provided by general purpose computing devices. Theseinterfaces may include, for example, Fiber Optic Serial, opticallycoupled serial interfaces, current loop style serial interfaces, etc. Inaddition, to conserve serial interfaces internally in the EGM, serialdevices may be connected in a shared, daisy-chain fashion in whichmultiple peripheral devices are connected to a single serial channel.

The serial interfaces may be used to transmit information usingcommunication protocols that are unique to the gaming industry. Forexample, IGT's Netplex is a proprietary communication protocol used forserial communication between EGMs. As another example, SAS is acommunication protocol used to transmit information, such as meteringinformation, from an EGM to a remote device. Often SAS is used inconjunction with a player tracking system.

Certain EGMs may alternatively be treated as peripheral devices to acasino communication controller and connected in a shared daisy chainfashion to a single serial interface. In both cases, the peripheraldevices are assigned device addresses. If so, the serial controllercircuitry must implement a method to generate or detect unique deviceaddresses. General purpose computing device serial ports are not able todo this.

Security monitoring circuits detect intrusion into an EGM by monitoringsecurity switches attached to access doors in the EGM cabinet. Accessviolations result in suspension of game play and can trigger additionalsecurity operations to preserve the current state of game play. Thesecircuits also function when power is off by use of a battery backup. Inpower-off operation, these circuits continue to monitor the access doorsof the EGM. When power is restored, the EGM can determine whether anysecurity violations occurred while power was off, e.g., via software forreading status registers. This can trigger event log entries and furtherdata authentication operations by the EGM software.

Trusted memory devices and/or trusted memory sources are included in anEGM to ensure the authenticity of the software that may be stored onless secure memory subsystems, such as mass storage devices. Trustedmemory devices and controlling circuitry are typically designed to notenable modification of the code and data stored in the memory devicewhile the memory device is installed in the EGM. The code and datastored in these devices may include authentication algorithms, randomnumber generators, authentication keys, operating system kernels, etc.The purpose of these trusted memory devices is to provide gamingregulatory authorities a root trusted authority within the computingenvironment of the EGM that can be tracked and verified as original.This may be accomplished via removal of the trusted memory device fromthe EGM computer and verification of the secure memory device contentsis a separate third party verification device. Once the trusted memorydevice is verified as authentic, and based on the approval of theverification algorithms included in the trusted device, the EGM isenabled to verify the authenticity of additional code and data that maybe located in the gaming computer assembly, such as code and data storedon hard disk drives. Examples of trusted memory devices are described inU.S. Pat. No. 6,685,567, entitled “Process Verification,” which isincorporated herein by reference.

In at least one embodiment, at least a portion of the trusted memorydevices/sources may correspond to memory that cannot easily be altered(e.g., “unalterable memory”) such as EPROMS, PROMS, Bios, Extended Bios,and/or other memory sources that are able to be configured verified,and/or authenticated (e.g., for authenticity) in a secure and controlledmanner.

According to one embodiment, when a trusted information source is incommunication with a remote device via a network, the remote device mayemploy a verification scheme to verify the identity of the trustedinformation source. For example, the trusted information source and theremote device may exchange information using public and privateencryption keys to verify each other's identities. In anotherembodiment, the remote device and the trusted information source mayengage in methods using zero knowledge proofs to authenticate each oftheir respective identities.

EGMs storing trusted information may utilize apparatuses or methods todetect and prevent tampering. For instance, trusted information storedin a trusted memory device may be encrypted to prevent its misuse. Inaddition, the trusted memory device may be secured behind a locked door.Further, one or more sensors may be coupled to the memory device todetect tampering with the memory device and provide some record of thetampering. In yet another example, the memory device storing trustedinformation might be designed to detect tampering attempts and clear orerase itself when an attempt at tampering has been detected. Examples oftrusted memory devices/sources are described in U.S. Pat. No. 7,515,718,entitled “Secured Virtual Network in a Gaming Environment,” which isincorporated herein by reference.

Mass storage devices used in a general purpose computing devicestypically enable code and data to be read from and written to the massstorage device. In a gaming environment; modification of the gaming codestored on mass storage device is strictly controlled and would only beenabled under specific maintenance type events with electronic andphysical enablers required. Though this level of security could beprovided by software, EGMs that include mass storage devices includehardware level mass storage data protection circuitry that operates atthe circuit level to monitor attempts to modify data on the mass storagedevice and will generate both software and hardware error triggersshould a data modification be attempted without the proper electronicand physical enablers being present. Examples of using a mass storagedevice are described in U.S. Pat. No. 6,149,522, entitled “Method ofAuthenticating Game Data Sets in an Electronic Casino Gaming System,”which is incorporated herein by reference.

It should be understood that various changes and modifications to thepresently preferred embodiments described herein will be apparent tothose skilled in the art. Such changes and modifications can be madewithout departing from the spirit and scope of the present invention andwithout diminishing its intended advantages. It is therefore intendedthat such changes and modifications be covered by the appended claims.

The invention is claimed as follows:
 1. A gaming system servercomprising: at least one processor; and at least one memory device whichstores a plurality of instructions, which when executed by the at leastone processor cause the at least one processor to: (a) receive dataassociated with an amount of purchased virtual currency, (b) if avariable virtual currency amount determination event occurred: (i)determine an additional amount of virtual currency, wherein saiddetermined additional amount of virtual currency is based on at leastone random determination, (ii) display the determined additional amountof virtual currency, (iii) determine a total amount of virtual currency,wherein said total amount of virtual currency is based on the amount ofpurchased virtual currency and the determined additional amount ofvirtual currency, (iv) display the determined total amount of virtualcurrency, and (v) enable a player to wager said displayed total amountof virtual currency in association with at least one play of at leastone game, and (c) if no variable virtual currency amount determinationevent occurred, enable the player to wager said amount of purchasedvirtual currency in association with the at least one play of the atleast one game.
 2. The gaming system server of claim 1, wherein whenexecuted by the at one processor, the plurality of instructions causethe at least one processor to determine the additional amount of virtualcurrency in association with at least one supplemental game.
 3. Thegaming system server of claim 1, wherein when executed by the at leastone processor, the plurality of instructions cause the at least oneprocessor to receive data corresponding to at least one player inputassociated with when to determine the additional amount of virtualcurrency if the variable virtual currency amount determination eventoccurred.
 4. The gaming system server of claim 3, wherein the at leastone player input associated with when to determine the additional amountof virtual currency occurs in association with a redemption of a ticket.5. The gaming system server of claim 1, wherein the additional virtualcurrency is a multiple of the amount of purchased virtual currency. 6.The gaming system server of claim 1, wherein a first amount of purchasedvirtual currency is associated with a first average expected additionalamount of virtual currency and a second, different amount of purchasedvirtual currency is associated with a second, different average expectedadditional amount of virtual currency.
 7. The gaming system server ofclaim 1, wherein the purchased virtual currency is a first type ofvirtual currency and the additional virtual currency is a second,different type of virtual currency.
 8. The gaming system server of claim1, wherein when executed by the least one processor, the plurality ofinstructions cause the at least one processor to enable the playerpurchase the amount of virtual currency for an amount of monetarycurrency.
 9. The gaming system server of claim 1, wherein non-monetaryawards are available to be won in association with the at least one playof the at least one game.
 10. A method of operating a gaming system,said method comprising: at least one processor; and at least one memorydevice which stores a plurality of instructions, which when executed bythe at least one processor cause the at least one processor to: (a)receiving data associated with an amount of purchased virtual currency,(b) if a variable virtual currency amount determination event occurred:(i) causing at least one processor to execute a plurality ofinstructions to determine an additional amount of virtual currency,wherein said determined additional amount of virtual currency is basedon at least one random determination, (ii) causing at least one displaydevice to display the determined additional amount of virtual currency,(iii) causing the at least one processor to execute the plurality ofinstructions to determine a total amount of virtual currency, whereinsaid total amount of virtual currency is based on the amount ofpurchased virtual currency and the determined additional amount ofvirtual currency, (iv) causing the at least one display device todisplay the determined total amount of virtual currency, and (v)enabling a player to wager said displayed total amount of virtualcurrency in association with at least one play of at least one game, and(c) if no variable virtual currency amount determination event occurred,enabling the player to wager said amount of purchased virtual currencyin association with the at least one play of the at least one game. 11.The method of claim 10, which includes causing the at least oneprocessor to execute the plurality of instructions to determine theadditional amount of virtual currency in association with at least onesupplemental game.
 12. The method of claim 10, which includes receivingdata corresponding to at least one player input associated with when todetermine the additional amount of virtual currency if the variablevirtual currency amount determination event occurred.
 13. The method ofclaim 12, wherein the at least one player input associated with when todetermine the additional amount of virtual currency occurs inassociation when a redemption of a ticket.
 14. The method of claim 10,wherein the additional amount of virtual currency is a multiple of theamount of purchased virtual currency.
 15. The method of claim 10,wherein a first amount of purchased virtual currency is associated witha first average expected additional amount of virtual currency and asecond, different amount of purchased virtual currency is associatedwith a second, different average expected additional amount of virtualcurrency.
 16. The method of claim 10, wherein the purchased virtualcurrency is a first type of virtual currency and the additional virtualcurrency is a second, different type of virtual currency.
 17. The methodof claim 10, which includes enabling the player to purchase the amountof virtual currency for an amount of monetary currency.
 18. The methodof claim 10, wherein non-monetary awards are available to be won inassociation with the at least one play of the at least one game.